- Joined
- Sep 19, 2012
- Messages
- 204
Hey Guys...
I just made a simple setup system for my map and for some reason the system only works for Player 1.
I narrowed it down to one point: the Trigger doesnt delete the Game Settings Unit for anyone except player 1. Because the next step checks if there are Game Setting Units it doesnt continue and the Game gets stuck. I tried everything i could think of and set like a thousand debug messages...
The Array for saving the Setup units works fine and gets setup properly.
The counter for how many Upgrades have been made by a player seems to work.
None of the conditions blocks the trigger (well... then it wouldnt work for pl1 as well)
Any Ideas?
I just made a simple setup system for my map and for some reason the system only works for Player 1.
I narrowed it down to one point: the Trigger doesnt delete the Game Settings Unit for anyone except player 1. Because the next step checks if there are Game Setting Units it doesnt continue and the Game gets stuck. I tried everything i could think of and set like a thousand debug messages...
The Array for saving the Setup units works fine and gets setup properly.
The counter for how many Upgrades have been made by a player seems to work.
None of the conditions blocks the trigger (well... then it wouldnt work for pl1 as well)
Any Ideas?
The Start Player Setup (sets the Setup Unit array):
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player start setup
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Events
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Time - Elapsed game time is 0.01 seconds
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Conditions
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Actions
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Player Group - Pick every player in Team_Groups[1] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked player) slot status) Equal to Is playing
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((Picked player) controller) Equal to User
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Then - Actions
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Set temp_point = ((Picked player) start location)
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Unit - Create 1 Game Settings for (Picked player) at temp_point facing Default building facing degrees
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Set Gamesetter_array[(Player number of (Picked player))] = (Last created unit)
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Custom script: call RemoveLocation (udg_temp_point)
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Set Player_Nr = (Player_Nr - 1.00)
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Player - Set (Picked player) Current gold to 50
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Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Team 1 <gen>
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Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across HeroT2 <gen>
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Else - Actions
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Player Group - Pick every player in Team_Groups[2] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked player) slot status) Equal to Is playing
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((Picked player) controller) Equal to User
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Then - Actions
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Set temp_point = ((Picked player) start location)
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Unit - Create 1 Game Settings for (Picked player) at temp_point facing Default building facing degrees
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Set Gamesetter_array[(Player number of (Picked player))] = (Last created unit)
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Custom script: call RemoveLocation (udg_temp_point)
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Set Player_Nr = (Player_Nr - 1.00)
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Player - Set (Picked player) Current gold to 50
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Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Team 2 <gen>
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Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across HeroT1 <gen>
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Else - Actions
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Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Game Settings
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Events
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Unit - A unit enters (Entire map)
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Entering unit)) Equal to Consecutive Waves
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(Unit-type of (Entering unit)) Equal to Single Waves (standard)
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(Unit-type of (Entering unit)) Equal to Single Lanes (standard)
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(Unit-type of (Entering unit)) Equal to Team Lanes
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(Unit-type of (Entering unit)) Equal to Long Game
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(Unit-type of (Entering unit)) Equal to Medium Game
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(Unit-type of (Entering unit)) Equal to Short Game (standard)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Single Lanes (standard)
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Then - Actions
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Player - Make Team Lanes Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Single Lanes (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Lanevote[1] = (Lanevote[1] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Team Lanes
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Then - Actions
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Player - Make Team Lanes Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Single Lanes (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Lanevote[2] = (Lanevote[2] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Single Waves (standard)
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Then - Actions
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Player - Make Consecutive Waves Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Single Waves (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Wavevote[1] = (Wavevote[1] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Consecutive Waves
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Then - Actions
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Player - Make Consecutive Waves Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Single Waves (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Wavevote[2] = (Wavevote[2] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Short Game (standard)
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Then - Actions
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Player - Make Long Game Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Medium Game Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Short Game (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Length_Vote[1] = (Length_Vote[1] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Medium Game
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Then - Actions
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Player - Make Long Game Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Medium Game Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Short Game (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Length_Vote[2] = (Length_Vote[2] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Entering unit)) Equal to Long Game
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Then - Actions
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Player - Make Long Game Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Medium Game Unavailable for training/construction by (Owner of (Entering unit))
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Player - Make Short Game (standard) Unavailable for training/construction by (Owner of (Entering unit))
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Set Length_Vote[3] = (Length_Vote[3] + 1)
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Set Setting_Count_Array[(Player number of (Owner of (Entering unit)))] = (Setting_Count_Array[(Player number of (Owner of (Entering unit)))] + 1)
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Unit - Remove (Entering unit) from the game
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Else - Actions
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Wait 0.50 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Setting_Count_Array[(Player number of (Owner of (Entering unit)))] Greater than or equal to 3
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Then - Actions
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Unit - Remove Gamesetter_array[(Player number of (Owner of (Entering unit)))] from the game
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Else - Actions
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Wait 0.50 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in (Units of type Game Settings)) Equal to 0
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Lanevote[2] Greater than Lanevote[1]
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Then - Actions
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Game - Display to (All players) the text: Team Lanes Chosen!
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Set Spawn_array[1] = Lane 2T1 <gen>
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Set Spawn_array[2] = Lane 2T1 <gen>
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Set Spawn_array[3] = Lane 3T1 <gen>
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Set Spawn_array[4] = Lane 3T1 <gen>
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Set Spawn_array[5] = Lane 2T2 <gen>
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Set Spawn_array[6] = Lane 2T2 <gen>
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Set Spawn_array[7] = Lane 3T2 <gen>
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Set Spawn_array[8] = Lane 3T2 <gen>
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Else - Actions
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Game - Display to (All players) the text: Single Lanes Chosen!
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Set Spawn_array[1] = Lane 1T1 <gen>
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Set Spawn_array[2] = Lane 2T1 <gen>
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Set Spawn_array[3] = Lane 3T1 <gen>
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Set Spawn_array[4] = Lane 4T1 <gen>
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Set Spawn_array[5] = Lane 1T2 <gen>
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Set Spawn_array[6] = Lane 2T2 <gen>
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Set Spawn_array[7] = Lane 3T2 <gen>
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Set Spawn_array[8] = Lane 4T2 <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Wavevote[2] Greater than Wavevote[1]
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Then - Actions
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Game - Display to (All players) the text: Consecutive Waves C...
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Trigger - Turn off Wave 1 <gen>
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Trigger - Turn off Wave 2 <gen>
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Trigger - Turn off Wave 3 <gen>
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Trigger - Turn off Wave 4 <gen>
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Trigger - Turn off Wave End Gen <gen>
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Trigger - Turn off Lane Clear <gen>
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Trigger - Turn on Wave 1 Consec <gen>
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Trigger - Turn on Wave 2 Consec <gen>
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Trigger - Turn on Wave 3 Consec <gen>
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Trigger - Turn on Wave 4 Consec <gen>
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Trigger - Turn on Wave End Gen Consec <gen>
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Trigger - Turn on Lane Clear Consec <gen>
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Else - Actions
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Game - Display to (All players) the text: Single Waves Chosen!
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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Length_Vote[1] Greater than Length_Vote[2]
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Length_Vote[1] Greater than Length_Vote[3]
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Then - Actions
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Game - Display to (All players) the text: Short Game Chosen!
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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Length_Vote[2] Greater than Length_Vote[1]
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Length_Vote[2] Greater than Length_Vote[3]
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Then - Actions
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Game - Display to (All players) the text: Medium Game Chosen!
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Unit - Add Medium Game to Paladin 0114 <gen>
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Unit - Add Medium Game to Death Knight 0115 <gen>
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
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Length_Vote[3] Greater than Length_Vote[2]
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Length_Vote[3] Greater than Length_Vote[1]
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Then - Actions
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Game - Display to (All players) the text: Long Game Chosen!
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Unit - Add Long Game to Paladin 0114 <gen>
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Unit - Add Long Game to Death Knight 0115 <gen>
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Else - Actions
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Player Group - Pick every player in Team_Groups[1] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked player) slot status) Equal to Is playing
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((Picked player) controller) Equal to User
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Then - Actions
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Set temp_point = ((Picked player) start location)
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Unit - Create 1 Race Choose T1 for (Picked player) at temp_point facing Default building facing degrees
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Special Effect - Create a special effect at temp_point using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
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Custom script: call RemoveLocation (udg_temp_point)
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Wait 0.10 seconds
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Player Group - Pick every player in Team_Groups[2] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked player) slot status) Equal to Is playing
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((Picked player) controller) Equal to User
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Then - Actions
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Set temp_point = ((Picked player) start location)
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Unit - Create 1 Race Choose T2 for (Picked player) at temp_point facing Default building facing degrees
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Special Effect - Create a special effect at temp_point using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
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Custom script: call RemoveLocation (udg_temp_point)
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Wait 0.10 seconds
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Else - Actions
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